Optimize world generation and add a config to set the number of generation threads

This commit is contained in:
James Seibel
2021-07-05 12:41:20 -05:00
parent 475324ed73
commit 0b1fdba6ea
4 changed files with 80 additions and 18 deletions
@@ -93,15 +93,18 @@ public class ClientProxy
}
// TODO for testing
// for testing
// LodConfig.CLIENT.debugMode.set(false);
// LodConfig.CLIENT.lodDetail.set(LodDetail.DOUBLE);
// LodConfig.CLIENT.lodColorStyle.set(LodColorStyle.INDIVIDUAL_SIDES);
// LodConfig.CLIENT.lodChunkRadiusMultiplier.set(12);
// LodConfig.CLIENT.distanceGenerationMode.set(DistanceGenerationMode.FEATURES);
// LodConfig.CLIENT.fogDistance.set(FogDistance.FAR);
// LodConfig.CLIENT.fogDrawOverride.set(FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
// LodConfig.CLIENT.distanceGenerationMode.set(DistanceGenerationMode.FEATURES);
// LodConfig.CLIENT.allowUnstableFeatureGeneration.set(false);
// Note to self:
// if "unspecified" shows up in the pie chart, it is
// possibly because the amount of time between sections
@@ -147,7 +150,7 @@ public class ClientProxy
if(mc.getConnection().getLevel() == null)
{
lodBufferBuilder.numberOfChunksWaitingToGenerate = 0;
lodBufferBuilder.numberOfChunksWaitingToGenerate.set(0);
// the player has disconnected from a server
lodWorld.deselectWorld();
}